OK, Beagle sent me a fix for the out of memory exception.
It seems like the old code was using an INT for the BGR and ABGR images
which were 32bit, and he changed it to use 3Byte which makes it 24bit.
I tested it and I could switch between skins back and forth 10 times
wihtout any memory problems. (256mb PC-133 RAM and no swap file was used
as well).
Also to add skins you would need to put a folder in the /maps directory
with the game name as the prefix like so
revisiedBombardier or revisedCandy or pact_of_steelSuperCoolSkin
It's all commited to cvs.. was 4 file changes
TripleAFrame.java
ImageScrollerLargeView.java
ImageScrollerSmallView.java
Util.java
THanks beagle for you contribution! :)
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Ah, I beagle sent me a fix for it, so I'll test that first.
On Mon, 2004-11-29 at 14:01, Ali Ibrahim wrote:
> Hi,
>
> We can increase the maximum memory that triplea uses to 128 (-mx128m).
> It might also be a good idea to initialize the java heap to 64 megabytes
> using (-Xms64m). This might speed things up at startup. I would also
> suggest you set to null the old image before loading the new one so that
> Java can garbage collect it.
>
> Regards,
>
> Ali
>
> NeKromancer -- George wrote:
>
> >Cool changes, that properties ordering is a nice addition. I tested the
> >unit zoomings and no problems there.
> >
> >On another note, beagle gave me the source code that enables a map skin
> >chooser for the current game type. Works on a directory search with the
> >game name (ie, revised ..etc).
> >
> >It compiles and everything, but one problem, we both get
> >OutOfMemoryException when it starts to switch skins.
> >
> >Does any developer mind if I submit this code change to the CVS as is?
> >It works but when you switch you get outofmemoryexception. Beagle said
> >adding the -mx80 flag to the command line options fixes it, though I
> >still got the error regardless.
> >
> >I figure if its in the cvs, someone else may find the solution faster.
> >
> >On Mon, 2004-11-29 at 01:51, Ali Ibrahim wrote:
> >
> >
> >>Hi,
> >>
> >>I just checked in a couple of minor modifications:
> >>
> >>1. Added more options for unit size and created a submenu for it.
> >>2. Modified the listing of game properties in the game launcher to
> >>preserve the order in which they are added in the game XML.
> >>
> >>Regards,
> >>
> >>Ali Ibrahim
> >>
> >>
> >>
> >>-------------------------------------------------------
> >>SF email is sponsored by - The IT Product Guide
> >>Read honest & candid reviews on hundreds of IT Products from real users.
> >>Discover which products truly live up to the hype. Start reading now.
> >>http://productguide.itmanagersjournal.com/
> >>_______________________________________________
> >>Triplea-developers mailing list
> >>Triplea-developers@...
> >>https://lists.sourceforge.net/lists/listinfo/triplea-developers
> >>
> >>
>
>
>
> -------------------------------------------------------
> SF email is sponsored by - The IT Product Guide
> Read honest & candid reviews on hundreds of IT Products from real users.
> Discover which products truly live up to the hype. Start reading now.
> http://productguide.itmanagersjournal.com/
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
> https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Hi,
We can increase the maximum memory that triplea uses to 128 (-mx128m).
It might also be a good idea to initialize the java heap to 64 megabytes
using (-Xms64m). This might speed things up at startup. I would also
suggest you set to null the old image before loading the new one so that
Java can garbage collect it.
Regards,
Ali
NeKromancer -- George wrote:
>Cool changes, that properties ordering is a nice addition. I tested the
>unit zoomings and no problems there.
>
>On another note, beagle gave me the source code that enables a map skin
>chooser for the current game type. Works on a directory search with the
>game name (ie, revised ..etc).
>
>It compiles and everything, but one problem, we both get
>OutOfMemoryException when it starts to switch skins.
>
>Does any developer mind if I submit this code change to the CVS as is?
>It works but when you switch you get outofmemoryexception. Beagle said
>adding the -mx80 flag to the command line options fixes it, though I
>still got the error regardless.
>
>I figure if its in the cvs, someone else may find the solution faster.
>
>On Mon, 2004-11-29 at 01:51, Ali Ibrahim wrote:
>
>
>>Hi,
>>
>>I just checked in a couple of minor modifications:
>>
>>1. Added more options for unit size and created a submenu for it.
>>2. Modified the listing of game properties in the game launcher to
>>preserve the order in which they are added in the game XML.
>>
>>Regards,
>>
>>Ali Ibrahim
>>
>>
>>
>>-------------------------------------------------------
>>SF email is sponsored by - The IT Product Guide
>>Read honest & candid reviews on hundreds of IT Products from real users.
>>Discover which products truly live up to the hype. Start reading now.
>>http://productguide.itmanagersjournal.com/
>>_______________________________________________
>>Triplea-developers mailing list
>>Triplea-developers@...
>>https://lists.sourceforge.net/lists/listinfo/triplea-developers
>>
>>

Cool changes, that properties ordering is a nice addition. I tested the
unit zoomings and no problems there.
On another note, beagle gave me the source code that enables a map skin
chooser for the current game type. Works on a directory search with the
game name (ie, revised ..etc).
It compiles and everything, but one problem, we both get
OutOfMemoryException when it starts to switch skins.
Does any developer mind if I submit this code change to the CVS as is?
It works but when you switch you get outofmemoryexception. Beagle said
adding the -mx80 flag to the command line options fixes it, though I
still got the error regardless.
I figure if its in the cvs, someone else may find the solution faster.
On Mon, 2004-11-29 at 01:51, Ali Ibrahim wrote:
> Hi,
>
> I just checked in a couple of minor modifications:
>
> 1. Added more options for unit size and created a submenu for it.
> 2. Modified the listing of game properties in the game launcher to
> preserve the order in which they are added in the game XML.
>
> Regards,
>
> Ali Ibrahim
>
>
>
> -------------------------------------------------------
> SF email is sponsored by - The IT Product Guide
> Read honest & candid reviews on hundreds of IT Products from real users.
> Discover which products truly live up to the hype. Start reading now.
> http://productguide.itmanagersjournal.com/
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
> https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Hi,
I just checked in a couple of minor modifications:
1. Added more options for unit size and created a submenu for it.
2. Modified the listing of game properties in the game launcher to
preserve the order in which they are added in the game XML.
Regards,
Ali Ibrahim

Probably would help to give the xml and other data files you used to a
developer so they can see the error themselves.. Stack trace would give
some info on isolating the error.
I can tell from now that there probably needs a code change.. how big or
how small I can't tell. I'd need to check out the error first hand.
On Mon, 2004-11-22 at 14:57, Dark Allies wrote:
> I tried to do a work around for the Middle East countries in xml. I made a
> new A&A player and grouped him under Allies. I called him nobody and put
> the middle eastern countries under his countrol. I also did not let that
> player do any tech; purchase; or movement phases. Things looked as though
> they would work half decent, however now every time a battle occures on
> territory owned by 'Nobody', I get an erroror with teh Battle.Calculator
> deligate/class. I can blitz those territories fine, it's just the fights on
> them that seem to cause hassles.
>
>
> I don't know I guess I have gone as far as I can with the current xml. I
> will try to think of more work arounds but we certainly have our limits on
> the extra Europe and Pacific features which are needed.
>
>
>
>
>
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> ...and so Rommel explained to the Fuhrer why the Italians were so vital to
> the war effort, "They are surrendering in such mass numbers, that they are
> boggling down the allies!"
>
>
>
>
> -------------------------------------------------------
> SF email is sponsored by - The IT Product Guide
> Read honest & candid reviews on hundreds of IT Products from real users.
> Discover which products truly live up to the hype. Start reading now.
> http://productguide.itmanagersjournal.com/
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
> https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

I tried to do a work around for the Middle East countries in xml. I made a
new A&A player and grouped him under Allies. I called him nobody and put
the middle eastern countries under his countrol. I also did not let that
player do any tech; purchase; or movement phases. Things looked as though
they would work half decent, however now every time a battle occures on
territory owned by 'Nobody', I get an erroror with teh Battle.Calculator
deligate/class. I can blitz those territories fine, it's just the fights on
them that seem to cause hassles.
I don't know I guess I have gone as far as I can with the current xml. I
will try to think of more work arounds but we certainly have our limits on
the extra Europe and Pacific features which are needed.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
...and so Rommel explained to the Fuhrer why the Italians were so vital to
the war effort, "They are surrendering in such mass numbers, that they are
boggling down the allies!"

Hi,
I just finished checking in some changes to how bombardment works in
triplea. After clicking done for combat movement and before resolving
any battles, the game will iterate through all the units capable of
bombarding which are adjacent to an amphibious attack.
If the unit has moved, then the user is prompted to choose which battle
the unit should bombard IF there are multiple possible battles it can
engage in, otherwise it is assumed the user would like to bombard in the
only battle available..
If the unit has not moved, then the user is prompted to choose which
battle to bombard or they may choose not to bombard.
This change allows users to determine exactly how many units bombard in
each battle and to choose not to bombard with a unit (for example if
they would like to move it in non-combat). It also fixes a bug where a
unit could engage in a battle, retreat, and then bombard. It is
important to note that a lot of the time nothing is asked of the user,
because frequently there is only one option for bombardment and the
bombarding unit has moved.
Any feedback is appreciated.
Regards,
Ali Ibrahim

What about putting the properties in a scroll pane?
the properties could aslo be packed much closer
together, like a normal properties editor in a gui
builder sort of like here,
http://www.netbeans.org/images/screenshots/3.6/snapshot14.png
Im only thinking of the right hand part of the options
window in the above screenshot.
Its much better if all (or many) the values can be
seen and edited right away rather than having to
select each one to see what it is, change it.
I like the idea of the client being able to see the
changes.
Sean
--- Ali Ibrahim <ahahibrahim2@...> wrote:
> Hi,
>
> I am thinking of changing the interface for choosing
> game properties and
> observing game properties in tripleA. The way it
> currently works is
> there a list of fields in a tab in the server, while
> the client doesn't
> see any of the properties. My proposal is to change
> the list of fields
> in the tab for the server to a list box of
> properties where only the
> current selection is shown
>
> e.g.
>
> German bid: ______
>
> Game Properties:
> Japanese bid
> German bid (selected)
> Low Luck
> etc.
>
> The rationale is to allow more properties to be
> edited. Right now, there
> is no space in classic to add more properties. I
> would also like to
> introduce the same game properties tab in the client
> which is readonly.
> Whenever the server sets a game property it can send
> all the clients a
> message to update their UI just like it does for the
> which players are
> playing which countries.
>
> What do people think?
>
> Regards,
>
> Ali Ibrahim
>
>
>
>
-------------------------------------------------------
> This SF.Net email is sponsored by: InterSystems
> CACHE
> FREE OODBMS DOWNLOAD - A multidimensional database
> that combines
> robust object and relational technologies, making it
> a perfect match
> for Java, C++,COM, XML, ODBC and JDBC.
> http://www.intersystems.com/match8
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
>
https://lists.sourceforge.net/lists/listinfo/triplea-developers
>

Hi,
I am thinking of changing the interface for choosing game properties and
observing game properties in tripleA. The way it currently works is
there a list of fields in a tab in the server, while the client doesn't
see any of the properties. My proposal is to change the list of fields
in the tab for the server to a list box of properties where only the
current selection is shown
e.g.
German bid: ______
Game Properties:
Japanese bid
German bid (selected)
Low Luck
etc.
The rationale is to allow more properties to be edited. Right now, there
is no space in classic to add more properties. I would also like to
introduce the same game properties tab in the client which is readonly.
Whenever the server sets a game property it can send all the clients a
message to update their UI just like it does for the which players are
playing which countries.
What do people think?
Regards,
Ali Ibrahim

Along with this I fixed several seazone border issues... I also posted
them on the bugs list on sourceforge.
Connection between seazone 51 and 56 was removed
and the physical drawn border of seazone 27 was bordering belgian congo
when really it shouldn't and should only border Angola.
Required some map image changes for both revised and pact_of_steel.
On Mon, 2004-11-15 at 22:02, NeKromancer -- George wrote:
> Fixed bug #1043826 concerning that seazone near brazil that disapears
> when ships pass near it.. this was due to that missing pixel border
> issue. It has been fixed for the POS map but not for 4th ed. I remember
> I Tried to fix it before but it wasn't working.
>
> I updated CVS with the changes.. basically just the map files. One thing
> though, now the country name "Argentina" gets half-wiped out by the sea
> zone.. doesn't hurt anything..
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Hey, just a small request I need for developers..
Maybe when you guys have some free time, could you look through the list
of Bugs marked as "OPEN" on sourceforge and check if they have already
been fixed or not, some are invalid or duplicates too.
I've just went through 10 or 12 of them. Got to fix 1 bug, most were
already fixed in 0.5.1 some were duplicates, others weren't bugs at all
(like the AI stuff).
Also if people don't reply to the bug post when you ask for further
info, and this goes on for a long time and leaves you unable to verify
if the bug exists.. then mark it as closed and invalid.
Thanks.
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Fixed bug #1043826 concerning that seazone near brazil that disapears
when ships pass near it.. this was due to that missing pixel border
issue. It has been fixed for the POS map but not for 4th ed. I remember
I Tried to fix it before but it wasn't working.
I updated CVS with the changes.. basically just the map files. One thing
though, now the country name "Argentina" gets half-wiped out by the sea
zone.. doesn't hurt anything..
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

I read about the zooming function. Was the 75% for zooming out or in?
Anyhow, it may be best to have the images pre-sized and the zoom just swaps
to those. Should not be too much aliasing going on then, and the system
doesnt have to re-size the images manualy, just load them (once).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
...and so Rommel explained to the Fuhrer why the Italians were so vital to
the war effort, "They are surrendering in such mass numbers, that they are
boggling down the allies!"

Hi,
I fixed a couple of minor bugs:
1. Prevented transported AA guns from firing when in a naval battle.
2. Added removal of units transported by defending transports when they
are killed. Previously those units just became ghosts and were stuck in
the seazone.
I still need to refactor some of the new code to eliminate repeated
code, etc. Hopefully, I will clean things up tomorrow.
Regards,
Ali Ibrahim

Hi,
I do force a refresh when the small units option is toggled, it just
takes a couple of seconds while triplea creates the new image and
switches to it. It is unfortunate that it takes those couple of second,
but it can't be helped I needed to redraw all the territories. Hopefully
it shouldn't matter because most people will not switch very often
between modes.
Hopefully someone good with menus can write some code to be able to
select different unit sizes. The zooming is very tricky because of the
aliasing issues and the need to be refresh quickly. It may be that it
will be impossible to handle territory borders that are 1 pixel wide
with scaling.
Regards,
Ali Ibrahim
NeKromancer -- George wrote:
>I got to test your feature out just today.
>
>Pretty cool. Though I had to wait a bit for the map to re-fresh so that
>some of the units will show up again. I wonder if you can Force TripleA
>to re-fresh the entire map?
>
>Lets keep the zooming code out of TripleA till we make a new release.
>Then we can add it for the unstable. Iron_cross should have those
>eye-candy images for me ready by sunday. I will try to integrate them to
>triplea and make the revised edition able to switch with map details.
>
>If that works out, we'll do a release.. if not, I'll leave it for
>unstable and we release what we currently got.
>
>You ok with that?
>
>On Sat, 2004-11-13 at 21:41, Ali Ibrahim wrote:
>
>
>>Hi,
>>
>>I took some time today to implement the start of a feature to change the
>>unit size dynamically. I added a menu option which draws the units in a
>>smaller size (75% to be exact). When the menu option checkbox is
>>selected/unselected the entire map redraws at the new size (takes a
>>couple of seconds). The interface is kind of clunky and we should
>>probably add a range of sizes which should be easy since all the UI
>>needs to do is supply a scaling factor. I implemented this by scaling
>>the cached images in UnitIconImageFactory.
>>
>>I tried playing around with a global zoom feature and I got it partly
>>working. The problem is that the map doesn't scale very well with the
>>scaling in drawImage which doesn't do any anti-aliasing. The text on the
>>map and the units look very jagged and the seazone borders start to have
>>sections disappear (probably because they are only 1 pixel wide). I will
>>have to think if there is a way around this problem.
>>
>>I also eliminated the connection between Seazone 27 and Belgian Congo
>>which I had mistakenly added in 4th edition. It had already been deleted
>>in the Italy variant.
>>
>>Regards,
>>
>>Ali Ibrahim
>>
>>
>>-------------------------------------------------------
>>This SF.Net email is sponsored by: InterSystems CACHE
>>FREE OODBMS DOWNLOAD - A multidimensional database that combines
>>robust object and relational technologies, making it a perfect match
>>for Java, C++,COM, XML, ODBC and JDBC. http://www.intersystems.com/match8
>>_______________________________________________
>>Triplea-developers mailing list
>>Triplea-developers@...
>>https://lists.sourceforge.net/lists/listinfo/triplea-developers
>>
>>

I got to test your feature out just today.
Pretty cool. Though I had to wait a bit for the map to re-fresh so that
some of the units will show up again. I wonder if you can Force TripleA
to re-fresh the entire map?
Lets keep the zooming code out of TripleA till we make a new release.
Then we can add it for the unstable. Iron_cross should have those
eye-candy images for me ready by sunday. I will try to integrate them to
triplea and make the revised edition able to switch with map details.
If that works out, we'll do a release.. if not, I'll leave it for
unstable and we release what we currently got.
You ok with that?
On Sat, 2004-11-13 at 21:41, Ali Ibrahim wrote:
> Hi,
>
> I took some time today to implement the start of a feature to change the
> unit size dynamically. I added a menu option which draws the units in a
> smaller size (75% to be exact). When the menu option checkbox is
> selected/unselected the entire map redraws at the new size (takes a
> couple of seconds). The interface is kind of clunky and we should
> probably add a range of sizes which should be easy since all the UI
> needs to do is supply a scaling factor. I implemented this by scaling
> the cached images in UnitIconImageFactory.
>
> I tried playing around with a global zoom feature and I got it partly
> working. The problem is that the map doesn't scale very well with the
> scaling in drawImage which doesn't do any anti-aliasing. The text on the
> map and the units look very jagged and the seazone borders start to have
> sections disappear (probably because they are only 1 pixel wide). I will
> have to think if there is a way around this problem.
>
> I also eliminated the connection between Seazone 27 and Belgian Congo
> which I had mistakenly added in 4th edition. It had already been deleted
> in the Italy variant.
>
> Regards,
>
> Ali Ibrahim
>
>
> -------------------------------------------------------
> This SF.Net email is sponsored by: InterSystems CACHE
> FREE OODBMS DOWNLOAD - A multidimensional database that combines
> robust object and relational technologies, making it a perfect match
> for Java, C++,COM, XML, ODBC and JDBC. http://www.intersystems.com/match8
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
> https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Developer Documentation is finished and in the CVS repo.
I did not remove the separate docs in there just in case.
Tell me what you guys think.
btw, when replying to mail list, be sure to reply to
triplea-developers@... this address and put it also
in your "reply-to" field so people won't mistakedly send it out side the
list.. but leave the Subject line the same.
Later.
On Sat, 2004-11-13 at 18:06, Felix Alicea wrote:
> Merging all the developer docs into 1 big HTML file organized by
> headings and anchors (<a name="#section_1">) ?
>
> My two cents.
>
>
>
> NeKromancer -- George wrote:
>
> >What is best?
> >
> >Merging all the developer docs into 1 big HTML file organized by
> >headings and anchors (<a name="#section_1">) ?
> >
> >or
> >
> >Keep each topic in a separate HTML file and have a General help file
> >with links to each of them?
> >
> >
> >On Sat, 2004-11-13 at 15:05, NeKromancer -- George wrote:
> >
> >
> >>I totally re-vamped the User's manual and merged the PBE Practical
> >>guidelines and user manual, and aibrahim's low luck info in
> >>TripleA_User_Documentation.html file in the doc folder.
> >>
> >>I even added a FAQ, and I Think this is pretty reasonable. You can add
> >>stuff to the FAQ if you want, as well..
> >>
> >>Readme.html file has also be re-done, stuff relevent in it for
> >>installing...etc was merged into the User doc.
> >>
> >>
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Hi,
I took some time today to implement the start of a feature to change the
unit size dynamically. I added a menu option which draws the units in a
smaller size (75% to be exact). When the menu option checkbox is
selected/unselected the entire map redraws at the new size (takes a
couple of seconds). The interface is kind of clunky and we should
probably add a range of sizes which should be easy since all the UI
needs to do is supply a scaling factor. I implemented this by scaling
the cached images in UnitIconImageFactory.
I tried playing around with a global zoom feature and I got it partly
working. The problem is that the map doesn't scale very well with the
scaling in drawImage which doesn't do any anti-aliasing. The text on the
map and the units look very jagged and the seazone borders start to have
sections disappear (probably because they are only 1 pixel wide). I will
have to think if there is a way around this problem.
I also eliminated the connection between Seazone 27 and Belgian Congo
which I had mistakenly added in 4th edition. It had already been deleted
in the Italy variant.
Regards,
Ali Ibrahim

What is best?
Merging all the developer docs into 1 big HTML file organized by
headings and anchors (<a name="#section_1">) ?
or
Keep each topic in a separate HTML file and have a General help file
with links to each of them?
On Sat, 2004-11-13 at 15:05, NeKromancer -- George wrote:
> I totally re-vamped the User's manual and merged the PBE Practical
> guidelines and user manual, and aibrahim's low luck info in
> TripleA_User_Documentation.html file in the doc folder.
>
> I even added a FAQ, and I Think this is pretty reasonable. You can add
> stuff to the FAQ if you want, as well..
>
> Readme.html file has also be re-done, stuff relevent in it for
> installing...etc was merged into the User doc.
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

I totally re-vamped the User's manual and merged the PBE Practical
guidelines and user manual, and aibrahim's low luck info in
TripleA_User_Documentation.html file in the doc folder.
I even added a FAQ, and I Think this is pretty reasonable. You can add
stuff to the FAQ if you want, as well..
Readme.html file has also be re-done, stuff relevent in it for
installing...etc was merged into the User doc.
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Made some minor changes...
I added "pause" lines for the .bat files, since many windows users
complain about running the batch file and it opens and closes really
fast. This is due to an error. So the pause line will halt and wait for
the user to press "enter" to continue.
Also saved the .bat files in DOS format from Nedit. Hopefully that will
remove all the UNIX EOL characters.
Added bidding to the Pact of Steel xml file and cleaned up the POS and
4th ed xml files to remove all tabs and replace em with spaces.. also
added some extra comments.
On Fri, 2004-11-12 at 19:13, NeKromancer -- George wrote:
> Commited some more changes to the utils.. mainly safe guards against bad
> user data... update your cvs if you havn't already.
>
>
> On Fri, 2004-11-12 at 17:31, NeKromancer -- George wrote:
> > Thanks Ali..
> >
> > OK, I commited all my changes to the CVS !!!! :)
> >
> > all new map utils... and changes to TerritoryData, TripleAFrame, and
> > other source files which I have done white-space and/or comment changes.
> >
> > I have changed the directories in /data
> >
> > all maps are in data/games/strategy/triplea/image/images/maps/
> >
> > and all their info text files and maps images are in their respective
> > folders.
> >
> > I have deleted many folders and files form the cvs to work with my
> > changes. I have checked out a fresh copy of the cvs and tested it.. it
> > works..
> >
> > so to update your CVS copy please run "cvs -q update -dAP" from your
> > triplea directory. Thanks to Ali for that usefull command. It rocks.
> >
> > Can you all (or what's left of the developers) test my changes...?
> > If your all satisfied.. then we can talk about pushing a release.
> >
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Commited some more changes to the utils.. mainly safe guards against bad
user data... update your cvs if you havn't already.
On Fri, 2004-11-12 at 17:31, NeKromancer -- George wrote:
> Thanks Ali..
>
> OK, I commited all my changes to the CVS !!!! :)
>
> all new map utils... and changes to TerritoryData, TripleAFrame, and
> other source files which I have done white-space and/or comment changes.
>
> I have changed the directories in /data
>
> all maps are in data/games/strategy/triplea/image/images/maps/
>
> and all their info text files and maps images are in their respective
> folders.
>
> I have deleted many folders and files form the cvs to work with my
> changes. I have checked out a fresh copy of the cvs and tested it.. it
> works..
>
> so to update your CVS copy please run "cvs -q update -dAP" from your
> triplea directory. Thanks to Ali for that usefull command. It rocks.
>
> Can you all (or what's left of the developers) test my changes...?
> If your all satisfied.. then we can talk about pushing a release.
>
> On Tue, 2004-11-09 at 20:19, Ali Ibrahim wrote:
> > Hi,
> >
> > Here are the paragraphs about Low Luck that I promised to Nekro for
> > documentation purposes:
> >
> > Low Luck option
> >
> > Low luck is a methodology for rolling dice which reduces the variance
> > inherent in dice rolling. It guarantees that the number of hits in a
> > certain set of rolls will not differ from the average number of hits by
> > more than one. The details of the implementation as well as a general
> > discussion of low luck can be found in the DAAK club at
> > http://www.daak.de/aarll/aarllregel.php?sprache=e.
> >
> > The low luck option can be enabled by putting a checkmark in the box
> > next to "Low Luck" in the properties tab before the game is started.
> > This option must be specified by the server in a multiplayer game. Low
> > luck has not been tested for PBEM games. The current implementation
> > does not support low luck rolling for SBR's or techs, instead normal
> > rules are used in these two cases. The number of dice rolled in a phase
> > of a battle should never be more than one. The number of hits will be
> > indicated at the bottom of the combat window and will be equal to the
> > number of guaranteed hits plus one if the only dice rolled is a hit. No
> > dice may be rolled if the outcome is guaranteed because no fractional
> > dice are needed.
> >
> > Regards,
> >
> > Ali Ibrahim
> >
> > NeKromancer -- George wrote:
> >
> > >OK Finally some progress :)
> > >
> > >On my cvs copy of triplea at home I managed to make it so that TripleA
> > >can do the following
> > >
> > >1. Load classic, revised, and pact_of_steel without code changes
> > >2. Each map and its images and text files are in separate folders
> > >3. Map utils will be improved for friendliness and documented.
> > >
> > >I did not commit anything to CVS yet... though I plan too this week once
> > >I finish my stupid school work and do the lame tests.
> > >
> > >my code changes does not affect the game play parts at all so I doubt it
> > >will interfere with anyone else's work.
> > >
> > >After I do my cvs commit, I will reply to this thread, and developers
> > >can talk about the last minute changes for the next release.
> > >
> > >later.
> > >
> > >
> > >
> >
> >
> >
> > -------------------------------------------------------
> > This SF.Net email is sponsored by:
> > Sybase ASE Linux Express Edition - download now for FREE
> > LinuxWorld Reader's Choice Award Winner for best database on Linux.
> > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click
> > _______________________________________________
> > Triplea-developers mailing list
> > Triplea-developers@...
> > https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"

Thanks Ali..
OK, I commited all my changes to the CVS !!!! :)
all new map utils... and changes to TerritoryData, TripleAFrame, and
other source files which I have done white-space and/or comment changes.
I have changed the directories in /data
all maps are in data/games/strategy/triplea/image/images/maps/
and all their info text files and maps images are in their respective
folders.
I have deleted many folders and files form the cvs to work with my
changes. I have checked out a fresh copy of the cvs and tested it.. it
works..
so to update your CVS copy please run "cvs -q update -dAP" from your
triplea directory. Thanks to Ali for that usefull command. It rocks.
Can you all (or what's left of the developers) test my changes...?
If your all satisfied.. then we can talk about pushing a release.
On Tue, 2004-11-09 at 20:19, Ali Ibrahim wrote:
> Hi,
>
> Here are the paragraphs about Low Luck that I promised to Nekro for
> documentation purposes:
>
> Low Luck option
>
> Low luck is a methodology for rolling dice which reduces the variance
> inherent in dice rolling. It guarantees that the number of hits in a
> certain set of rolls will not differ from the average number of hits by
> more than one. The details of the implementation as well as a general
> discussion of low luck can be found in the DAAK club at
> http://www.daak.de/aarll/aarllregel.php?sprache=e.
>
> The low luck option can be enabled by putting a checkmark in the box
> next to "Low Luck" in the properties tab before the game is started.
> This option must be specified by the server in a multiplayer game. Low
> luck has not been tested for PBEM games. The current implementation
> does not support low luck rolling for SBR's or techs, instead normal
> rules are used in these two cases. The number of dice rolled in a phase
> of a battle should never be more than one. The number of hits will be
> indicated at the bottom of the combat window and will be equal to the
> number of guaranteed hits plus one if the only dice rolled is a hit. No
> dice may be rolled if the outcome is guaranteed because no fractional
> dice are needed.
>
> Regards,
>
> Ali Ibrahim
>
> NeKromancer -- George wrote:
>
> >OK Finally some progress :)
> >
> >On my cvs copy of triplea at home I managed to make it so that TripleA
> >can do the following
> >
> >1. Load classic, revised, and pact_of_steel without code changes
> >2. Each map and its images and text files are in separate folders
> >3. Map utils will be improved for friendliness and documented.
> >
> >I did not commit anything to CVS yet... though I plan too this week once
> >I finish my stupid school work and do the lame tests.
> >
> >my code changes does not affect the game play parts at all so I doubt it
> >will interfere with anyone else's work.
> >
> >After I do my cvs commit, I will reply to this thread, and developers
> >can talk about the last minute changes for the next release.
> >
> >later.
> >
> >
> >
>
>
>
> -------------------------------------------------------
> This SF.Net email is sponsored by:
> Sybase ASE Linux Express Edition - download now for FREE
> LinuxWorld Reader's Choice Award Winner for best database on Linux.
> http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click
> _______________________________________________
> Triplea-developers mailing list
> Triplea-developers@...
> https://lists.sourceforge.net/lists/listinfo/triplea-developers
--
NeKromancer (also known as George)
nekromancer@...
"Everything is never what it seems"
"Followers believe, but leaders are the believed"
"People are willing to abandon you, learning disabilities won't"